The European video games business generated €30 billion in 2025, with digital purchases accounting for 91% of complete income, in keeping with Video Video games Europe (VGE).
This 12 months, VGE expanded its All About Games report from 5 to 16 international locations. The unique markets have been the UK, France, Germany, Spain, and Italy. The brand new international locations are Austria, Belgium, Croatia, Denmark, Finland, Eire, the Netherlands, Poland, Romania, Sweden, and Switzerland.
VGE commissioned Ipsos to extract knowledge from GameTrack, GSD, and the lately revealed EGDF-VGE Video Games Industry Insight Report. The survey included 39,371 respondents.
Income for the unique 5 markets (EU5) declined 4% year-on-year to €25.7 billion, down from €26.8 billion in 2024. Germany led all international locations with €6.5 billion in income.
In 2025, 123,000 individuals have been employed throughout 8,700 studios within the EU and UK, with ladies comprising 24% of the workforce.
The UK employed the most individuals, with 28,520, adopted by Poland with 14,930 and Germany with 12,410.
Cell and tablets have been the main platforms, with an 82% utilization price, adopted by consoles at 47% and PC at 34%. Cell and tablets additionally generated practically half of complete income.
Digital Arts led the console market in 2025, with EA Sports activities FC26 and FC25 taking the highest two spots, adopted by Battlefield 6.
Battlefield 6 additionally topped the PC charts, adopted by Rockstar’s enduring titles Pink Lifeless Redemption 2 and Grand Theft Auto 5.
On cell, Coin Grasp ranked first, adopted by Royal Match and Sweet Crush Saga.
In 2025, 199 million Europeans performed video games, with ladies accounting for 46% (91.5 million). The UK was the biggest particular person market, with 25 million gamers.
Common weekly playtime was 8.39 hours, down from 9.4 hours in 2024. Youngsters aged 6 to 11 averaged 11.35 hours, whereas these aged 12 to 17 averaged 14.30 hours.
75% of oldsters in Europe choose to be concerned in setting online game restrictions for his or her youngsters. 79% use a number of household setting instruments to watch or restrict gameplay, whereas 74% have agreements, monitor, or use household settings to handle on-line interactions.
Within the EU5 market, 72% of oldsters reported their youngsters didn’t buy in-game content material. Of those that did, 93% mentioned they monitor these purchases.
Common spending amongst youngsters allowed to buy in-game content material has decreased by 13% since 2024.
Hi, I’m Rishab. I’m a passionate pc gamer and an avid video game content writer. I have been involved with video games for over 2 decades now, and even today, after playing an astronomical number of games over the years, I’m still eager for more. In my free time, you will find me enjoying a hot cup of coffee and playing my favorite relaxing fishing game, Dave the Diver.